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Welcome!

Hello.
Iv been playing Master of Magic for a long time, and iv been nerding around whit the game information, playing whit it in Excel, allmost tought about makeing a for fun Excel variant in vba :P

I did post a Excel sheet displaying some unit statistics, Level and race just for interest (but it was apparently gone today?).
In anycase im a vba programmer and i like to have some fun whit interesting systems, and til this day i havent found a better system for combat fun smile

Tought i do like how warhammer(&40k) Plays out too, whit a Maximum ammount of rounds and the one whit most score wins ect and how units shot\act ect.

Master of Magic combat is interesting for me on the basic Level where all units basicly starts whit 30% chance to hit, and then 30% chance to Block that hit whit any Shields avable per unit then that unit starts loseing Health then repeat Next units Shield and Health til all damage has been dealt.

The Magic system is also well made whit the resistance where one roll determines the Whole thing, but it kinda fails flat late game where the damage or the Magic penetration doesnt quite cut it to make most of the Magics worthwhile, and some just ignore the flaws like Call of crack dat Magic reist that has a flat chance of destroying unit on ground.

I have been working my Math on the problem itself and as far as i can tell, the Magic resistances Works, its just that resistance itself isnt balanced for Level, InFact it shouldnt be increased based on Level.
I mean a recruit halfling has 7 resistance, wich means all Magic attacks that doesnt have a penetration to it, only has about 30% to actualy succeed.. and that itself is fine, it Works in normal combat whit 30%, and startoutspells in the game has decent damage for that 30%, or and one can invest in a single target spell for penetration (and thats costy, whiout increaseing the spell damage.. wich makes it borderline, but its good for just penetrating that single hero resistance to damage it).

But if you look at halfling elite, they got 100% Magic resist.. now its immune to all but those spells you invest extra penetration in, and most splash spells.
(on recruit Level, the 30% chance whit some of the splash spells, theyr barely cost effective exept for beeing like a regular attack that doesnt let any of Your units get hurt.. and again thats fine.).

I have tried to make work arounds for this problem in Excel by running segmented tests on different resistances, and maybe allowing sorta like a Shield blocking system, but that doesnt represent Magic very well, some tests Works better, but on avarge the best one iv tested after 10000 combat cycles whit 50 in Magic skill, is that units or at least regular units shouldnt gain resist on Level up and eventualy become more or less immune. (not heroes seeing you kinda want too invest in penetration there to damage said hero).
That will also Balance out spellcasters like wizards whit Fireball, it will actualy become usefull, more than a regular attack because it attacks all the units in the stack, and one can actualy nerf doombolt too.

This was the main reson i uploaded the Excel sheet to show People just the basics of the game, the stat makeup of basic troops, and hopefully my NeXT upload of same sheet where i make combat between 2 units possible, including spellcasting possible from skill and a few choises of Magic, and my long time goal just for the lols, is makeing a Excel sheet work as overview map whit movement included, so one can try to make hit and run tactics and make troll regeneration some time to shine.

Ill add this questionmark to is it allowed to post Excel sheets? seeing my last one disappeard, or is it against form rules to display game content or simular, i will make you note that my Works are just for fun and Learning, and i would never take Money for my Works or and formulas. whip Iam basicly doing all the work, and you get the more fun Things to play whit.
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Welcome to RB, IndirectCell! smile

We look forward to any contributions you may make.
--I like ILSe
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Salutations, wizards. I usually don't visit forums much, but I'm tinkering with some toys the Master of Magic community may be interested in, and this seems to be the biggest collection of potentially interested parties I've found so far - not to mention some of the people who wrote references I've been relying on apparently hang out here.

So then, to business. I'm mostly interested in finding out whether there'd be enough people interested in my work to bother polishing it up and releasing it - I'm not sure how much is redundant to Real-Time Game Tweaker and the various editors as I mostly work with vanilla MoM 1.31 using only tools of my own devising. The gist of what I'm working on:

Portability is a priority to me, my tools are command-line based, will run in DOSBox and thus should be usable to anyone who can run the vanilla game at all (e.g. *nix friendly, etc). What do they do? So far I'm mostly tinkering with savegames and the premade magic items (ITEMDATA.LBX.)
The item functions currently include dumping to a human-readable text form, re-sorting the file for further ease of examination, and a swiss army knife modify function that I've currently got set up to improve items so they're more worth finding - including adding charges of random spells to things with less than 4 powers, and fixing the lack of proper bonuses to plate/chain mail. (I've generally found the default items to be barely ever worth using.) I may eventually add recompiling the human-readable format back into an ITEMDATA.LBX, since ITEMMAKE.EXE has plenty of... issues. Might be useful for people making mods.
Savegame-wise, I have a near-absolute wizard swap function that lets you swap any two slots in a savegame, similar to what the ancient multiplayer shell does, which could be used to do something similar, or just switch to playing an AI at-will; it covers a LOT of things, including as much of the AI data as I know about and even volcano ownership. I have a function that clears away fog as appropriate for all cities/units of a given wizard or wizards (useful if you've just swapped to another wizard, among other things), and cleans up any straightedge fog left over from the game's own visibility bugs; it doesn't handle expanded city visibility (Walls/Oracle/Nature's Eye?) yet, though. I have a generic bit writer that can be used for all sorts of simple tasks like clearing or replacing all fog, making all spells researched, replacing terrain with patterns, etc. I also have several functions related to copying parts of one savegame to another, usable for New Game+ functionality among other things:

MoMGamCopyWiz:
Color, Portrait, Name, Personality, Objective, Tax Rate, Mana/Research/Skill Percents, Grand Vizier (only on 0->0 copies), Fame, Gold, Mana, *Fortress Vault Items, Spellbooks, Abilities, Casting Skill (including remaining skill available for turn), Global Enchantments, Spells researched/researchable/being researched/being cast, *Capitol Race

MoMGamCopyCity: City with Summoning Circle for specified wizards
Name, Farmer Allocation, Race (sets Capitol Race if destination is the Fortress city), Exact Population/Size, Owner Enchantments (not Enchantments from other wizards), Buildings (including destroyed buildings), whether a building was sold this turn, Current Production Item and Progress

MoMGamCopyUnits: Up to 9 units in city with Summoning Circle
Everything: Type, Level, Experience, Enchantments, Weapon Type, Scout Range, Damage, Current Command, Movement left; Translates Location/Goto Target/Road Source coordinates (Heroes not yet supported)

Not copied: Terrain (including Volcanoes), Roads, Corruption, Fog Exploration, Fortress (it remains wherever it is), Nodes, Towers, Lairs, Events, Wizard Relations, Astrologer/Historian Data

Item and Hero stuff is still TODO, but everything else above is already implemented and working.

Other things I'm thinking of doing in the future include functions to buff up the AIs so they can better stand up to imported wizards (though you can just import AIs too), and maybe something to completely randomly generate ITEMDATA.LBX so found items are just as random as the game world. Perhaps something to generate AIs with spellbooks/abilities/spells/race chosen to complement eachother, and stronger starting position in terms of population/skill/fame/gold/mana? Heck, other options probably include explicitly gifting the area around AIs' starting cities with extra terrain specials and/or gifting them some neutral cities - or even nodes/volcanos. It's over 100k of C source code so far, but compiles to a 50k .COM file (another 10k or so and I'll have to switch it back to .EXE or something.) As far as my personal interests, I'm aiming for interesting, varied games where I can carry a single wizard from one game to another, possibly eventually amassing 40 spells in 4 realms of magic plus arcane - and still be challenged in the process. Oh, and I also tinker with a lot of other games, including Morrowind and pretty much everything based on the Doom engine.

Would people use any of this? What would people most want to use, and how?
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Welcome to the forum fellow White Mage. smile
I for one am not much interested in tweaking and upgrading the existing MOM due to its severe limitations and very small fan base (and I would not use those features you listed). On the other hand, I am extremely interested in developing entirely new games, but staying true to the original game's brilliance. By reading these forums you will see that we have countless efforts for moddings, bug fixes, and new developments at various stages, most being dormant or dead.
Since you are a C programmer, you may want to join my efforts. Send me pm if interested.
Thanks and good luck!
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Building a wizard RPG-style through games seems odd, but whatever floats your boat. A default wizard with 11 picks is enough to win for most people. If they're command-line tools, I probably wouldn't use them due to the troublesome having to remember command-line switches, spell out filenames, etc.
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Is ILS still around, or anyone else who worked on http://kaarsen.home.xs4all.nl/MoM/eljay/SaveGam2.html ? Anyone still interested in updating it with more info?

I've completed all the wizard-copy functionality I mentioned in my first post in this thread; everything but expanded city vis, ITEMDATA recompile, and the second-to-last paragraph. 250k of source code and rising with quite a few little additional toys growing in along the way.

(June 24th, 2014, 23:24)WhiteMage Wrote: I am extremely interested in developing entirely new games, but staying true to the original game's brilliance.
I find myself uninterested in most from-scratch remakes of anything precisely because as remakes they tend to vary enough in aspects that the author(s) didn't find important but other people do that they often no longer feel like the original game at all. Take Metroid Redesign, for example - feels almost nothing like Super Metroid in key ways, too much hoop-jumping, nowhere near enough flexibility. Or some of the more aggressive sourceports such as the graphics-obsessed plague that deep-sixed the Descent community. Or the cartel taking over Morrowind. Only extremely faithful reproductions that go so far as emulating desired bugs and fully reproducing every aspect of the original game, like zDoom, tend to really capture the original game. That's why I'm more interested in tweaking original MoM. It's there, it runs very well in DOSBox, it's actually quite easy for me to modify (I've been writing code in what appears to be the same compiler it was written in since said compiler was released around 2 decades ago,) and since my changes are piecemeal, people can pick and choose which they want. Why reinvent the wheel when I can just tweak it?

(June 26th, 2014, 14:32)Tiltowait Wrote: A default wizard with 11 picks is enough to win for most people. If they're command-line tools, I probably wouldn't use them due to the troublesome having to remember command-line switches, spell out filenames, etc.
Sure, but can they do it starting from 1 population unit against buffed AIs? That a possibility I'm considering eventually. And it's not so much about winning as having fun, anyways. As for commandline, .bat files would be pretty practical for simple usage. SAVE9.GAM (combined with 8, the bottom manual slot, for the source game in from-to copies) is a logical default target. You could easily set one up to copy your progress from slot 8 to slot 9 for one click. Depends on what you want to do. There aren't any switches, either, just commands and targets - filenames, wizard #'s, etc. Someone could write a front-end if they wanted, too.
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Hi!

I am from Poland, and playing in MoM sometimes since 1996 :-)

Amadeuszx
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(July 10th, 2014, 15:23)Rjak the White Mage Wrote: Is ILS still around, or anyone else who worked on http://kaarsen.home.xs4all.nl/MoM/eljay/SaveGam2.html ? Anyone still interested in updating it with more info?

Yes. I am still around... you have more info?
--I like ILSe
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(July 25th, 2014, 13:41)I like Serena Wrote: Yes. I am still around... you have more info?

Likely. My documentation is all in the form of the source code and comments for the program I mention in this thread, though, are you familiar with C? Would the source be useful, and/or do you have any interest in the program itself? I can try to remember the details I noticed, but I might not recall all of them.

Off a quick skim:
Unit command 08h is purify, and I've seen 10h but I don't know what it does - MIGHT be a bug.
In the same byte as Iron Ore, etc, 0Ah-0Eh put bugged node sparkles on the tile, and 0Fh freezes the game
I think you had Demon Wings and Fire Breath swapped in unit enchantments
One offset was wrong, but I'd have to dig to remember which
Towers' plane/done values seem to be not really used and often have bogus data, those might actually be pad bytes - a tower exists on both planes anyway, but padding to 4 instead of 2 would be... strange, for BC++; for example I've seen 0, 1 and FFh in the plane byte
The 6 byte array at offset 188h in wizard data seems to hold the flag (02h) that indicates if the player has been first-meeting hailed by an AI yet or not

Incidentally, I have one savegame that causes freeze on moving any unit, any idea what might cause that? I've been gradually researching it (it's the one I saw a 10h unit command in, but that by itself doesn't seem to be the cause.) The main odd things I did in that save are Change Terrain on a Wizard Tower and capturing both cities that an AI Engineer was building roads between while it was still building.
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I have put my reply in the new thread http://realmsbeyond.net/forums/showthread.php?tid=7115
--I like ILSe
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